BUILDING A CURRICULAR EDUCATIONAL PROGRAM FOCUSED ON GAMIFICATION, AI AND CHATGPT TO PROMOTE THE STUDY OF MATHEMATICS
Keywords:
AI, gamification, creative resolutive demarch, curricular educational program, anxiety in mathematics lessonsAbstract
The present paper aims to analyse to what extent the construction of a curricular educational program focused on innovative didactic approaches through gamification and AI constitutes the answer to increasing school performance in learning mathematics and eliminating anxiety in mathematics lessons.
The theoretical sequence focuses on the methodology of structuring such a program, and it highlights AI and gamification as a complex educational strategy that involves not only the creation and use of games in the learning process but also captures the idea of building educational experiences that use gamification to promote specific values, attitudes, and behaviours. In the empirical sequence, we present the design focused on a construction composed of two groups, one control group, and one experimental group, subjected to a curricular educational program for one month. The program of the experimental group had in mind solving didactic tasks related to the curricular content using exclusively AI and gamification to solve problems by composing or using programs in Scratch.The results of the quasi-experiment are analysed, highlighting the specific advantages of using AI and gamification: increasing the ability to understand mathematical phenomena, increasing motivation for learning, shaping an efficient learning environment, and decreasing anxiety about learning mathematics.
Downloads
How to Cite
Issue
Section
License

This work is licensed under a Creative Commons Attribution-NoDerivatives 4.0 International License.